Dawn of Fantasy: Kingdom Wars

It saddens me to say so, but looks like once again we have to let our Kingdom Wars community down. After spending countless hours on trying to port the KW2B engine update into KW1, we have to admit that we have failed, and there`s no good way to go on. We tried... and tried and tried, several time we patched the new updates in, just to revert it hours later.

Due to lowering player population, and not being able to release the big updates we always planned - there`s only this much we can do for Kingdom Wars moving forward.

We do hope to release couple of smaller updates, but to be honest - they will not be adding any major content and will be mainly cosmetic.

Meanwhile - we will continue running the game servers for KW1, and our moderators will continue working with the game. Hopefully down the road - we might come up with some solution, for example - as been proposed by our players, porting the game to a new engine, updating the content and graphics, and re-releasing it down the road...

We do have some very good news for our Kingdom Wars 1 fans - to be announced in January 2017... With that announcement we will make it up to all of our veteran players.

As we continue to attract new players to the game to allow our team to spend more time working on Kingdom Wars updates and expansions we have released the second planed DLC.

Please rest assured that we are not making our veteran KW players pay for any new content - these DLCs are meant mostly for new players or for these who want to support our small indie company.

Also we took precautions not to turn KW into a pay-to-win game, these DLCs were designed not to cause any balance issues, and are limited in their benefits.

And so introducing the second DLC - the "Starter" pack.

Enter the world of Kingdom Wars with an amazing starter pack including everything you need to bypass the grind of the early game and start building an empire with an army of Dwarven Mercenaries and a powerful Dragon under your command.

Many of you have experienced issues logging into the game world this past weekend. We are very sorry for the inconvenience, and greatly regret that we weren`t able to address this problem on Friday.

I`m happy to say that this morning we have performed a server upgrade, and after a quick downtime the game servers are back online - and login problem will not happen again.

Thanks for your understanding, and once again - I hope you can forgive us for the delay, this bug came out of nowhere when relative specialists already left office for the weekend, and we couldn`t figure out what was going on. First thing on Monday we addressed the problem and performed needed server upgrades.

In order to attract new players to the game and allow our team to spend more time working on Kingdom Wars updates and expansions we`ve decided to release a couple of DLCs.

Please rest assured that we are not making our veteran KW players pay for any new content - these DLCs are meant mostly for new players or for these who want to support our small indie company.

Also we took precautions not to turn KW into a pay-to-win game, these DLCs were designed not to cause any balance issues, and are limited in their benefits.

And so introducing our first DLC - the "All Access" pack.

Enter the world of Kingdom Wars as a veteran VIP. All Access Key comes with 90% of what the game store has to offer, including the highly priced singleplayer campaign, 24 city slots and over 50$ in other features and benefits.

Enter the world of Kingdom Wars with an amazing starter pack including:

We are happy to say that we are back to Kingdom Wars 1, with what we hope will be small but regular updates for months to come.

As we continue work on the main game engine update, that we hope to figure out by mid September, we have plans for the next three smaller updates that will introduce a lot of art updates, gameplay balancing, fixing exploits, and introducing minor new features.

In addition we`ll be running few promotions during the next 30 days aiming to increase the player population. We`ll also be releasing couple of DLCs - Starter Pack and All Access DLC, that will help us bring more players, as well as allow us to dedicate more resources to KW1.

And so introducing update 1.3. This is the update that you`ll "see" right away as you load your homeland. Here`s detailed list of features:

-Greatly increased visual quality of terrain textures
-If player on purpose disconnects during the battle it`ll count as a loss
-Reworked all summer and winter terrain textures
-New look for in-game trees with higher quality textures
-New art for grass, cliffs and other vegetation
-Updated main menu to show News, Invite, KW2B promo
-Added swear words filter, swear words replaced with funny words
-Expanded Moderator Tools to manage Chat Bans and Player Bans
-Worker units are up to 40% better at fighting and surviving attacks

Moving forward we`ll be creating couple of new posts to get more feedback from you regarding what you think we should concentrate on for the upcoming updates...

After continuous delays we have finally made some progress and getting ready to release update 1.3 next week.

Update will come in two parts, one updating the game content with balancing changes, fixing exploits - like disconnecting to avoid losses, and improving game visuals by including some new textures - specifically the game terrain. We expect update 1.3 A to be live by Tuesday the 16th.

On Wednesday the 17th we plan to release networking update for the engine (same update that caused some problems in the past). This update will come with a 24 hour testing period on live, during which we might be rolling back progress, if we encounter any issues with the update. If successful update 1.3 B will greatly improve multiplayer performance and overall stability of the game.

We`ll keep you update with more details as we conclude work on this update.

It`s such an amazing feeling to continue work on Kingdom Wars 1. The team and I are looking forward to fulfilling all the promises we made with regards to Kingdom Wars future, and albeit delayed by a few months, we hope that today`s update will be a great first step in that direction.

Today we take another swing at releasing update 1.2. Following the problems with the original patch we broke it down into two parts, and done a lot of of additional debugging and polishing.
We have taken all the precautions to make sure nothing gets broken, and if it does, nobody will loose any progress (at most 60 minutes of progress will be lost if worst comes to worst)

This Part 1 will include 90% of changes from our original update 1.2, however we will not be forcing players to update (can keep on playing on older patch), and it will now include few core fixes, like: better performance, no multiplayer lag, steam overlay and store working for everyone, stability and crash fixes.

After we have finally updated to 1.3 we`ll easily be able to patch the game in the future, and our priorities will continue to be getting Kingdom Wars stable but free by early-mid summer, followed by release the Lords and Vassals expansion. From that point on we`ll be working on copying various cool features to KW1 - from pathfinding and turn times to Russian localization, and smooth & stable multiplayer games.

And so presenting 1.2 "First Step"

-Fixed crash in the Orc regions view
-The Bank is now global shared between player towns
-Fixed but with Bank losing player units on game reload
-Fixed vast majority of out of sync bugs
-Fixed World Map bug with armies stuck in the mountains
-Fixed several visual glitches on the world map
-List of player online updates much better now
-New items in the Store: Small Treasure, and Epic Treasure
-Fixed various bug with workers not dropping off resources
-Player referral window is back
-Quest, Siege, and PvP rewards reduced by 30%
-Crown exchange price changed to 2500
-All the crown costs of buildings, either eliminated, or made much lower.
-Updated social options in the main menu
-Limit of 32 horse carts per army
-Fixed workers that wouldn't gather or quit gathering.
-Fixed sale pricing resulting in very low or negative prices

And here`s a small preview of what will be included in Part 2, in May.

-Eliminated almost all multiplayer lag
-Fixed Steam Overlay not working on Windows 10 and 8.1
-Fixed launch crash for some players after Windows 10 upgrade
-Fixed Market transactions not working for some players
-Fixed majority of bugs with losing units or armies due to connection issues
-New way to treat players losing connecting to server

After vacation week for our core team, we are back to work on Update 1.2, and after resolving a few issues - we are now working on good way to release 1.2 next week. You know... without any of these tiny... town erasing bugs.

The plan right now is to update in several patches. We`ll release a small start-up patch 1.2A on Tuesday, and then follow up by releasing several mini updates B, and C later in the week.

The big part of the update 1.2 C will come on Thursday/Friday as a Beta update, that players will be able to opt-in to try over the weekend. If everything goes well there we`ll complete the patching progress by the following Monday.

Once we finally complete upgrading the game to 1.2 things will go much better down the road, as updating Kingdom Wars will be a breeze compared to hell we are going through with 1.2

Let us know if you have any questions or concerns about the patch. I do have to mention that this time around e`ll be taking all the precautions, to make sure nobody will loose any progress due to patching.

We regret to inform you that today we had to make a decision to remove patch 1.2. We are sincerely sorry about all the grief we brought you in the past few days. As we remove this cursed update 1.2, we also have to roll back the servers to last Friday's saved games. This is all due to the patch 1.2 breaking a few players cities.

This is the last time that we plan to do a roll-back, or that something will break due to the patch 1.2

What does this roll back mean?

*If you have played since last Friday, all your progress will be erased back to that day.
*If you crashed or could not access a city since last Friday, you will now be able to.

Thank you for being such a great community, and we will continue to work harder to better serve you.

Moving forward, our plan is to take our time with Update 1.2, expand it by adding more cool features from KW2B, but mainly - to go through entire game engine - line by line, testing everything, and making sure it`s 100% safe. At that point we`ll offer a live opt-in trial for the update. This process will take us at least two weeks, but from now on we`ll take the long road, as we can`t repeat this disaster.

A bit of a bittersweet update today... As we would need to do a 3 day old progress rollback to undo the problems that we`ve created with Friday`s Update 1.2

Going in, we knew that when once we resume updating Kingdom Wars - there would be problems. And brief progress rollback was always an option. And unfortunately - in this case, it`s something we have to do.

This rollback doesn`t effect 99.3% of our players, but to these who are effected - we want to offer our sincere apology, and we are waiting to hear from you at support@reverieworld.com, in-game, or in the forums should you require any help or compensation.

There`s a good lesson learned here - from now on, all the major updates will go through a live Beta process, with these willing to opt in.

What does this rollback means:-Everyone who lost towns, or buildings or armies, or had their troops stuck - will get everything back just how it was before the patch broke it
-Those who played a lot during the past three days will lose these 3 days worth of progress
-Those who have joined the game in the past three days will no longer have their towns
-Whoever has purchased something from our store in the past three days - please contact support@reverieworld.com or ask a mod in-game to issue you Crown or Store unlock compensation

With that said, onto the good part of this story... Presenting Update 1.22-Fixed broken player towns (by reversing)
-Fixed towns affected by stuck armies, missing troops or building (by reverting)
-Fixed the cause of cities crashing on load (we still might have another similar issue though)
-New pathfinding approach - unit collision is only on between enemy melee units in combat
-Fixed pathfinding zig-zagging issues
-Reverted all the economy and crown price balancing changes back to original Kingdom Wars formula (we were testing how things will be for Lords and Vassals)

Please let us know if you experience any other problems. We will work on whatever issues might be left tomorrow.

We are really hoping to put this painful but necessary update behind it, and continue with more fun and stable Kingdom Wars updates.